Overview:
This collection will draw together contemporary research and thinking from leading scholars in the field on the concept of the quantified self and life-logging taking a lifecourse framework including usability and accessibility issues. People are beginning to engage with digital technologies such as Fitbits, mHealth apps to help monitor physical activity and nutrition and also to manage chronic conditions, such as diabetes or fall prevention (i.e. iStoppFalls), but research in this field is still in its infancy. The use of digital games utilized for cognitive or physical rehabilitation in conjunction with the usability and accessibility issues is also relatively new. Hence, little is unknown about the utility, use and best-design of these technologies for certain demographics. In addition, research and thinking in this area come from a variety of disciplines including public health, computer science, human-computer interaction, psychology, sociology and gerontology, resulting in very different questions being addressed and different research frameworks being utilized.
The intention of this proposed edited book is to collectively bring together a series of works primarily associated with life logging activities, mHealth apps and digital gaming across the lifespan. Over the last several years, researchers have been exploring the possibilities of utilizing commercial and purpose built digital game hardware and software for primary use within health rehabilitation aimed at adults approximately 60-70 years. Moreover, little is known about adults over the aged of 70+ years and little published work is available associated to life logging activities via technology devices such as Fitbit. mHealth apps are popular amongst younger populations through the access of smartphones, yet there is little published work associated to theoretical concepts, research methods and studies bringing together mHealth apps and where in society these apps sit and whether users are gaining their full potential.
Purpose of the Edited Book:
It is the intention of this book to provide readers across many disciplines and professions to collectively provide evidence and information on these fields from academics and practitioners. With this in mind, the proposed book would provide a comprehensive understanding and illustrate the varying perspectives, needs, and requirements of work that is ongoing in this field.
The book focusses on technology in conjunction with an ageing society, primarily examining the role of such technologies among older people and draws on a variety of different disciplines in an attempt to draw out the differences and similarities. While aiming to illustrate and provide a greater understanding of the potential utilization of mobile technologies, apps and gaming can contribute to healthy living of older people.
Publisher:
This edited book will be published by Springer.
This collection will draw together contemporary research and thinking from leading scholars in the field on the concept of the quantified self and life-logging taking a lifecourse framework including usability and accessibility issues. People are beginning to engage with digital technologies such as Fitbits, mHealth apps to help monitor physical activity and nutrition and also to manage chronic conditions, such as diabetes or fall prevention (i.e. iStoppFalls), but research in this field is still in its infancy. The use of digital games utilized for cognitive or physical rehabilitation in conjunction with the usability and accessibility issues is also relatively new. Hence, little is unknown about the utility, use and best-design of these technologies for certain demographics. In addition, research and thinking in this area come from a variety of disciplines including public health, computer science, human-computer interaction, psychology, sociology and gerontology, resulting in very different questions being addressed and different research frameworks being utilized.
The intention of this proposed edited book is to collectively bring together a series of works primarily associated with life logging activities, mHealth apps and digital gaming across the lifespan. Over the last several years, researchers have been exploring the possibilities of utilizing commercial and purpose built digital game hardware and software for primary use within health rehabilitation aimed at adults approximately 60-70 years. Moreover, little is known about adults over the aged of 70+ years and little published work is available associated to life logging activities via technology devices such as Fitbit. mHealth apps are popular amongst younger populations through the access of smartphones, yet there is little published work associated to theoretical concepts, research methods and studies bringing together mHealth apps and where in society these apps sit and whether users are gaining their full potential.
Purpose of the Edited Book:
It is the intention of this book to provide readers across many disciplines and professions to collectively provide evidence and information on these fields from academics and practitioners. With this in mind, the proposed book would provide a comprehensive understanding and illustrate the varying perspectives, needs, and requirements of work that is ongoing in this field.
The book focusses on technology in conjunction with an ageing society, primarily examining the role of such technologies among older people and draws on a variety of different disciplines in an attempt to draw out the differences and similarities. While aiming to illustrate and provide a greater understanding of the potential utilization of mobile technologies, apps and gaming can contribute to healthy living of older people.
Publisher:
This edited book will be published by Springer.